/Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Public/MeshOpPreviewHelpers.h
If an InProgress Material is set (via ConfigureMaterials) then when a background computation is active, this material will be used to draw the previous Preview result, to give the user a visual indication that work is happening.
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient) class UMeshOpPreviewWithBackgroundCompute : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
TUniquePtr<FBa...
BackgroundCompute
This object manages the background computes
bool
bAllowDirtyResultUpdates
When true, the preview mesh is allowed to be temporarily updated using results that we know are dirty (i.e., the preview was invalidated, but a result became available before the operation was restarted, so we can at least show that while we wait for the new result).
bool
bMeshInitialized
bool
bMeshTopologyIsConstant
Used for partial/fast updates of the preview mesh render proxy.
bool
bResultValid
State flag, if true then we have valid result
bool
bVisible
EMeshRenderAttr...
ChangingAttributeFlags
UE::Geometry::E...
LastComputeStatus
Stored status of last compute, mainly so that we know when we should show the "busy" material.
FOnMeshUpdated
OnMeshUpdated
This delegate is broadcast whenever the embedded preview mesh is updated
FOnOpCompleted
OnOpCompleted
TObjectPtr<UMa...
OverrideMaterial
Override material to forward to PreviewMesh if set
TObjectPtr<UPr...
PreviewMesh
Preview of MeshOperator result
TWeakObjectPtr<...
PreviewWorld
TObjectPtr<UMa...
SecondaryMaterial
Secondary render material to forward to PreviewMesh if set
float
SecondsBeforeWorkingMaterial
TArray<TObject...
StandardMaterials
Input set of materials to assign to PreviewMesh
double
ValidResultComputeTimeSeconds
TObjectPtr<UMa...
WorkingMaterial
If non-null, this material is swapped in when a background compute is active